Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 (Tek) 9/26/83; site shark.UUCP Path: utzoo!linus!philabs!seismo!hao!hplabs!zehntel!tektronix!orca!shark!hutch From: hutch@shark.UUCP (Stephen Hutchison) Newsgroups: net.games.frp Subject: Homebrew rules sets Message-ID: <210@shark.UUCP> Date: Mon, 16-Jan-84 14:37:15 EST Article-I.D.: shark.210 Posted: Mon Jan 16 14:37:15 1984 Date-Received: Sat, 21-Jan-84 01:28:27 EST Organization: Tektronix, Wilsonville OR. Lines: 59 Is anyone out there fond of severely mutated rules? My curiousity is aroused by seeing all this talk by people who are playing with supposedly strict AD&Dtm, and seeing the differences in game philosophy. I have to admit to being from a heretical background, though. Therefore, anyone with strong religious convictions in favor of the AD&Dtm system, continue reading at your own risk. (I find that AD&Dtm offends my aesthetic sense, and have no major gripes with it per se, although I disagree with many "simplifying" decisions.) History of a FRP heretic: I started frping way back in my junior year of college, and it was using a rather unusual rules set, a modified Warlock, which was modified D&D as described in Strategic Review (?) magazine. The notion of spell-points was introduced here, along with a rather different idea of how weapon damage worked. We (our DM Spider and myself) tweaked mercilessly upon the rules whenever it looked like they were inaccurate or unfair. This included incorporating AD&Dtm stuff as it was published. Then, when I moved off to California, Spidey ran into a friend who used the Chivalry and Sorcery rules. Since these were inherently better organized than the AD&D rules, with a much more reasonably designed Magic system, we decided to hack on them instead. Obviously they still had far to go. When I moved back to God's Country, we decided to completely revise, expunging all traces of any published system. This has been done to a great extent, but we are somewhat hampered by the desire to keep some hint of compatibility with the other systems. That allows the folk who have become addicted to other systems to play in our respective worlds. Our current ruleset looks sort of like C&S except that it doesn't. We have a lot more information about characters, a much improved magic system with reasons for everything, and the combat system is inherently more flexible and comfortable. All has been tuned to improve the roleplay aspect, somewhat to the detriment of the wargame simulation aspect, and unfortunately it is too possible to get really ferociously nasty characters, with time. It does take time, though. Player-monster equilibrium is maintained by having the behaviour and intelligence of the monsters CLEARLY DEFINED, thus allowing for the nuking of player character monsters, unless reasonable caution is maintained. If monsters fight as fiercely and (when appropriate) as cleverly as the player characters, then they have an even chance. Some fudging does take place since it is rather traumatic to blow away a character which has had so much effort and care put into its design. However, mercy is tempered by justice. As a drawback we have what some consider to be just TOO MANY characteristics and indices. This is why we are automating the game, which process is taking considerable time. So. What has anyone out there done about hacking rules? Anything in the way of automated game management aids? Hutch ...tektronix!tekecs!hutch